Stat bug. Stats being given preference over others conflicting what was your actual preference in the generator.

Ex. a stat marked 'most important' showing as average, while two stats that were 'moderately unimportant' are at "good"

(possible) Skill bug- even when selecting a small number of skills in chargen, they all start at ridiculously low levels. For craftsmen who specialize in their trade and nothing else to start as novices really doesn't make sense when given Octavius' breakdown of skill-picks in the other forum.

Coins- It seems the silver coins given when foregoing weapons/armor at chargen do not stack when placed in the sack together, (they will if you purchase something, but not beforehand which strikes me as odd. Not a big issue though might be worth looking at when things are less pressing perhaps).

Coins- It seems the silver coins given when foregoing weapons/armor at chargen do not stack when placed in the sack together, (they will if you purchase something, but not beforehand which strikes me as odd. Not a big issue though might be worth looking at when things are less pressing perhaps).

This is just how they're loaded. There's no real way to stack them until you buy something.

Coins- It seems the silver coins given when foregoing weapons/armor at chargen do not stack when placed in the sack together, (they will if you purchase something, but not beforehand which strikes me as odd. Not a big issue though might be worth looking at when things are less pressing perhaps).

This is just how they're loaded. There's no real way to stack them until you buy something.

So once in the game proper this won't be an issue? As I imagine it'd get pretty frustrating to have dozens of stacks of similar coins with the only fix being to buy something cheap to stack them all back up.

With all skills lower, is the gap between skills still the same as before? Previously, I think 4 skills got you a starting point of 41, 5 gave you 36, 6 31, 7 26, and 8 21. I imagine it would look like 31, 26, 21, 16 and 11 now?

It was actually 40, 36, 30, 26, 20 on A/PRPI. I'm not sure why it wasn't evenly spread, but there ya go. I asked him if the categories are still the same and I think he confirmed that they are, it's just the starting levels that were lowered.

Also, while perhaps more of a general bug than a chargen bug, it seems you can't put a container into another container of the same type. I encountered this during outfitting as you get one sack with your basic stuff and another with your profession package, and it doesn't recognize 'put sack 2.sack' in any way.

See an issue there? I do, considering that it is easier to increase an existing skill than it is to learn a brand new skill, scavenge/forage notwithstanding. I do think it would make an awful lot more sense for 4 skills to give the most total starting points, and 8 the least. If the new set-up brings it closer to such a state, great.

The bug with not being able to target 2.sack or whatever properly has been there since forever. You can only do it if there are at least two sacks in the room, as well as the sack in your inventory, at which case the second sack in the room is a legitimate target. It would be much better if it recognised the sack in your inventory as 1., then the first one in the room as 2., and so on.

If you have two of "a simple nettlecloth sack" there doesn't seem to be any way to target the second sack without dropping the other one on the ground (2. commands don't work). Forces quite a bit of awkward juggling that could probably be very frustrating to newbie players.

Skills have been tweaked slightly, as have been stats. There are a few of you that got the pool bonus on some skills twice via a typo of mine. We will be slowly working through skills and bump up as needed.

I'm aware of the formatting issue. It's low on my list but will eventually be fixed. It doesn't hinder play at all. If your char desc is not formatted correctly, feel free to open a support ticket to have someone re-format it. It only takes a few seconds and can be done when you're off line.

Was the Aim skill discontinued? You don't seem to begin with it, but it used to be what governed the use of throwing weapons in addition to its interaction with firearms. I notice that we do get it on guest lounge chars, though. If it is still a skill, there's a bug preventing it from being given to new PCs (or at least mine).

Not necessarily a "bug", but female characters appear to receive a shift and overdress and traveling cloak for clothes. (Along with belt/shoes/whatever.)

The shift is flagged for body/underwear. The traveling cloak has a few spots, and the overdress is flagged with just 'about' as an eq slot.

Then in the armor room, the cloak option gives you a second cloak, which just has 'about' as the wear spot.

The dress needs a 'chest' or whatever flag, I think. Or the armor cloak needs a 'back' slot or something.

I currently can wear my shift (which I don't think is really outerwear for outside) and 2 cloaks (one of which is the traveling cloak that has 3 separate wearlocs, and the other is the armor cloak), or if I want to wear the dress, I have to skip wearing the armor cloak.

Throttle wrote:Was the Aim skill discontinued? You don't seem to begin with it, but it used to be what governed the use of throwing weapons in addition to its interaction with firearms. I notice that we do get it on guest lounge chars, though. If it is still a skill, there's a bug preventing it from being given to new PCs (or at least mine).

This was actually a mistake on Nimrod's part (the lazy jerk). If you don't have the aim skill, pet up about it.

You show up in the first commencement room naked, you use "commence" to proceed to through a series of following rooms where you are provided with a series steps to make choices for your character (one of which gets you your clothes).